package e3dds

//
//var _gCallBack map[string]*dispatcher
//
//func init() {
//	_gCallBack = map[string]*dispatcher{}
//}
//
//type dispatcher struct {
//	eventsFunc map[uint32][]EventFunc
//}
//
//func (d *dispatcher) register(event uint32, callback EventFunc) {
//	d.eventsFunc[event] = append(d.eventsFunc[event], callback)
//}
//
//func (d *dispatcher) trigger(actor engine.BehaviorActor, event uint32, ctx ...any) {
//	if fs, ok := d.eventsFunc[event]; ok {
//		for _, cb := range fs {
//			cb(actor, ctx...)
//		}
//	} else {
//		eng_logger.Warn("[dispatch] the event not found in dispatcher")
//	}
//}
